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Athena - Spell Data Files

Athena Spell Data List

This is the data list for KloOge for a priest of Athena in the Greek pantheon.

# Name	Level	Cast Level	Expression	# Memorized	Cost	Sound	Effect
Bless/Curse	1	1	For 6 rounds, attack rolls and saves vs fear receive a +1 bonus.	--	1		
Combine	1	1	3 to 5 priests combine their efforts so that one can cast and turn undead at a higher level.	--	1		
Detect Magic - Priest	1	1	For 1 turn, I can detect magic in a 10'x30' path.	--	1		
Orison	1	1	I can create minor effects.	--	1		
Purify Food and Drink	1	1	Spoiled food and water is made pure again.	--	1		
Chant	2	2	For as long as I chant, friends in a 30' radius receive a +1 to attack, damage and save rolls while enemies receive a -1 to the same rolls.	--	1		
Mystic Transfer	2	2	A priest can send me a spell to cast.	--	1		
Sanctify	2	2	All friendlies within the area get a +1 to fear/charm spells and undead are turned at 1 level higher.	--	1		
Dispel Magic - Priest	3	3	I dispel {11-(1d20)+$L} level magic.	--	1		
Remove Curse - Priest	3	3	I remove a curse.	--	1		
Focus	4	4	Using the prayers of a bunch of faithful I maintain a spell for up to a year.	--	1		
Tongues - Priest	4	4	I can speak {$L/3} additional languages for 1 turn.	--	1		
Uplift	4	4	I increase the casting level of a priest, allowing him to cast spells beyond normal ability.	--	1		
Atonement	5	5	The target is atoned for past regretable deeds.	--	1		
Commune	5	5	I ask my god {$L} yes or no questions.	--	1		
Meld	5	5	For up to 12 hours, I can take over a willing subject's body.	--	1		
Quest	5	5	The target must undergo a quest or else suffer a -1 penalty to saves for each day he avoids the quest.	--	1		
True Seeing - Priest	5	5	For {$L} rounds I see things as they are.	--	1		
Speak with Monsters	6	6	For {$L*2} rounds I can speak with monsters.	--	1		
Gate - Priest	7	7	I'm aged by 5 years but I create a gate which allows an extraplanar being of great power to appear.	--	1		
Command	1	1	I command the target to follow a single round action. Those with 13 intelligence or more or 6 hit dice or more are entitled saves.	--	1		
Remove Fear	1	1	I allow {($L+3}/4} target creatures to geta new save vs fear effects.	--	1		
Sanctuary	1	1	For {2+$L} rounds, people can't attack me unless they save vs spell.	--	1		
Enthrall	2	2	I enthral those in a 90' radius with my talking.	--	1		
Hold Person - Priest	2	2	Up to 4 target humanoids are held immobile for {$L*2} rounds unless they make a save vs spell.	--	1		
Music of the Spheres	2	2	Up to {$L/3} creatures within a 20' diameter circle cannot harm me and are vulnerable to a suggestion for the next {10+$L} rounds.	--	1		
Snake Charm	2	2	I hypnotise snakes for a duration based on how pissed off they are.	--	1		
Dictate	3	3	Up to 6 creatures follow a single command for {$L} rounds.	--	1		
Emotion Control	3	3	I alter emotions for {$L} rounds.	--	1		
Cloak of Bravery	4	4	The target recieves a bonus to the next fear saving throw that happens within 8 hours.	--	1		
Free Action	4	4	The target cannot be stopped by spells or water for {$L} turns.	--	1		
Imbue with Spell Ability	4	4	The target is imbued with a spell which it can cast at a later time.	--	1		
Command Monster	6	6	A monster does as I command for {$L/2} rounds.	--	1		
Confusion - Priest	7	7	{1d4+($L/2)} creatures act confused.	--	1		
Exaction	7	7	I demand a service from a powerful extraplanar creature.	--	1		
Command	1	1	I command the target to follow a single round action. Those with 13 intelligence or more or 6 hit dice or more are entitled saves.	--	1		
Magical Stone	1	1	3 stones become +1 rocks.	--	1		
Aid	2	2	For {$L+1} rounds, I gain {1d8} hitpoints and +1 to saves and attack rolls.	--	1		
Spiritual Hammer	2	2	I summon forth a magical hammer which flies around and hits things for {3+$L} rounds.	--	1		
Prayer	3	3	For {$L} rounds, allies in a 60' radius recieve a +1 to attack, damage and save rolls while enemies receive a -1 to those rolls. This is cumulative with chant.	--	1		
Unearthly Choir	3	3	A group of priests sing and deal damage based on how many are singing.	--	1		
Recitation	4	4	For {$L} rounds, allies in a 60' radius recieve a +2 to attack, damage and save rolls (+3 if they are of the same faith) while enemies receive a -2 to those rolls. This is cumulative with chant and prayer.	--	1		
Flame Strike	5	5	A 5' radius collumn of flame strikes a target for {6d8} points of damage, save for half.	--	1		
Righteous Wrath of the Faithful	5	5	For {$L} rounds, all allies within a 30' radius are affected as per an aid spell. If they are of the same faith, they gain extra bonuses.	--	1		
Spiritual Wrath	6	6	Several priests cooperate to create a huge blast of energy.	--	1		
Word of Recall	6	6	I can return to a sanctuary.	--	1		
Holy Word	7	7	I say a powerful word that does bad things to evil creatures.	--	1		
Analyze Balance	1	1	I detect how far from neutral alignment an area or person is.	--	1			
Detect Evil - Priest	1	1	For {10+($L*5)} rounds, I can detect evil in a 10'x360' path in front of me, though I must concentrate for a round to do it. If the evil is overwhelming, I have a {$L*10}% chance of knowing what kind of evil it is.	--	1			
Detect Poison	1	1	I hold up a sheet of vellum. If it is placed in front of poison within the next {10+$L} rounds, it will turn black. There is a {$L}% chance that I can detect the exact type of poison.	--	1			
Augury	2	2	I ask a question about a future task and recieve a reply with {70+$L}% certainty.	--	1			
Detect Charm	2	2	For 1 turn I can detect if one creature per round is under some sort of influence, be it charm or possession or whatnot. I also have a {5*$L}% chance of knowing what that influence is.	--	1			
Find Traps	2	2	For 3 turns I can detect traps in a 10'x90' path in front of me.	--	1			
Detect Spirits	3	3	For {1+$L} turns I can detect any spirits in a 10'x60' path in front of me.	--	1			
Extradimensional Detection	3	3	For {$L} rounds, I can detect any extradimensional spaces in a 10'x60' path in front of me.	--	1			
Locate Object - Priest	3	3	For 8 hours, I can detect the direction to an item of my choosing as long as it is within {60+($L*10)} yards.	--	1			
Speak with Dead	3	3	I may speak with the recently deceased and ask a few questions.	--	1			
Detect Lie	4	4	For the next {$L} rounds, I know any falsehoods of which you speak. Though I do receive a save vs spell, adjusted by the caster's Wisdom.	--	1			
Divination	4	4	I divine information about a future task or goal with {60+$L}% chance of success.	--	1			
Omniscient Eye	4	4	For the next {10+$L} rounds, I can see through any normal or magical darkness, mist or fog out to 60 feet and have a chance of seeing through illusions and invisibility as well.	--	1			
Consequence	5	5	I can see how a single event fits into the grand scheme of things.	--	1			
Magic Font	5	5	I turn a holy font into a scrying device, much like a crystal ball.	--	1			
Find the Path	6	6	For the next {$L} turns, I can detect the direction into or out of a specific locale.	--	1			
Stone Tell	6	6	I speak to stone and ask it what has touched it as well as what is covered, concealed or behind it.	--	1			
Divine Inspiration	7	7	I ask the gods for a clue as to what to do next.	--	1			
Cure Light Wounds	1	1	You're healed {-1d8} points.	--	1			
Cure Moderate Wounds	2	2	You're healed {-1d10-1} points.	--	1			
Slow Poison	2	2	Poison doesn't take further effect for the next {$L} hours.	--	1			
Cure Blindness or Deafness	3	3	Blindness or deafness is cured!	--	1			
Cure Disease	3	3	Disease is cured.	--	1			
Hold Poison	3	3	Poison doesn't take further effect for the next {$L} days.	--	1			
Repair Injury	3	3	You're healed {-1d10-1} points.	--	1			
Cure Serious Wounds	4	4	You're healed {-2d8-1} points.	--	1			
Fortify - Healing	4	4	The next healing spell cast does maximum healing.	--	1			
Neutralize Poison	4	4	Poison is neutralized.	--	1			
Cure Critical Wounds	5	5	You're healed {-3d8-3} points.	--	1			
Heal	6	6	Disease, blindness, damage, and mental disorders are cured.	--	1			
Regenerate	7	7	A lost limb is regenerated.	--	1			
Endure Cold/Endure Heat	1	1	For {9*$L} turns, I'm immune to natural extremes of heat or cold. Though magical extremes cause this spell to fail.	--	1			
Protection from Evil - Priest	1	1	For {$L*3} rounds, I am protected from evil attacks and summoned creatures.	--	1			
Ring of Hands	1	1	For {2d10} rounds, between 2 and 10 priests create a circle of protection which acts like a protection from evil spell.	--	1			
Sanctuary	1	1	For {2+$L} rounds, people can't attack me unless they save vs spell.	--	1			
Resist Acid and Corrosion	2	2	For {$L} rounds, I am immune to normal acids and recieve a +3 to saves against more potent ones as well as halving the damage caused by them.	--	1			
Resist Fire/Resist Cold	2	2	I'm immune to normal hot or cold conditions for {$L} rounds. In addition, magical hot or cold conditions reduce their damage by half and I receive a +1 to saves.	--	1			
Withdraw	2	2	I withdraw from time for {2+$L} rounds, allowing me to think, cast detections or heal myself.	--	1			
Line of Protection	3	3	I create a field of energy that deals damage to those who pass through it. It may be stationary or anchored by 2 or more priests. In any case, it lasts {$L} rounds.	--	1			
Magical Vestment	3	3	My vestiments grant me an AC of {5-(($L-5)/3)} for the next {$L} rounds.	--	1			
Negative Plane Protection	3	3	I am protected from negative energy for {$L} turns or until I'm actually struck by a negative attack, whichever comes first.	--	1			
Protection from Evil, 10' Radius - Priest	3	3	For {$L*3} rounds, both myself and everyone in a 10' radius are protected from evil attacks and summoned creatures.	--	1			
Remove Paralysis	3	3	{1d4} creatures in a 20' cube are cured of paralysis.	--	1			
Spell Immunity	4	4	For {$L} turns, the touched creature is immune to a specific spell.	--	1			
Anti-plant Shell	5	5	For {$L} turns, a 15' radius barrier stops intelligence plants from passing through.	--	1			
Impregnable Mind	5	5	I'm protected from magical attacks on the mind for {10+$L} rounds. This allows a save if none is normally allowed, and a +4 bonus if there are normally saves allowed.	--	1			
Anti-animal Shell	6	6	For {$L} turns, I have a 10' radius barrier which keeps out animals and things with animal parts.	--	1			
Antimineral Shell	7	7	For {$L} turns, animated minerals cannot enter a 10' radius area.	--	1			
Impervious Sanctity of Mind	7	7	For {$L} turns, I'm completely immune to mind affecting spells and effects.	--	1			
Courage	1	1	The target unit does not need to make morale checks.	--	1			
Morale	1	1	Target unit's morale is raised or lowered.	--	1			
Emotion Perception	2	2	I learn the morale rating of up to {$L/5} target units.	--	1			
Rally	2	2	Target unit makes a rally check.	--	1			
Adaptation	3	3	Target unit fights as though they have a different favored terrain.	--	1			
Caltrops	3	3	I summon forth caltrops for {$L} turns.	--	1			
Fortify - War	3	3	I create a fortification equal in size to a {($L/2)*10} ft cube.	--	1			
Entrench	4	4	I create a fortification equal in size to a {($L/2)*10} ft cube.	--	1			
Leadership	4	4	I'm now better at leading troops.	--	1			
Tanglefoot	4	4	I double the movement cost of a type of terrain for {$L*2} turns	--	1			
Disguise - Priest	5	5	For {$L/3} turns, the target unit is disguised to look like another.	--	1			
Illusory Artillery	5	5	I make illusionary artillery fire which causes the target to make morale checks.	--	1			
Gravity Variation	6	6	I can cause or negate the effect of slopes for {$L/3} turns.	--	1			
Illusory Fortification	7	7	I create a large illusionary wall.	--	1			
Shadow Engines	7	7	I create illusionary siege weapons which deal half damage of real ones.	--	1